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= Combat =
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.


While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing.
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.
== Initiative and Turn Order ==
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation & Initiative in [[Template:In-Game_Rules#6.1_Initiation_&_Initiative|In-Game Rules]]
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.
When in turn order, each character will act out a 'turn' until all characters have acted. This is considered a 'Round'. A turn is comprised of an '''Action''' and '''Movement'''. '''Reactions''' can sometimes be taken in special circumstances, such as '''Attacks of Opportunity''' or while '''Grappling''' someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.
== Movement ==
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space.
* If you intend to make a '''ranged attack''' and move in the same turn, you must activate the action toggle '''and then''' the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.
== Stealth & Ambushing ==
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an 'Ambush Round', in which all successfully hidden attackers are given one turn prior to initiative starting.
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.
== Actions ==
'''Actions''' include a variety of things such as '''Attacking''', '''Grappling''', '''Shoving''', '''Throwing''', '''Helping''', or virtually anything that is not movement.  '''All actions listed here take your one action per turn, unless explicitly defined as a reaction.'''
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be '''Melee''', '''Ranged''', or '''Unarmed'''.
Those who '''apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them'''. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.
====Parrying====
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a 'Parry'.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a 'Parry' can instead result in a re-roll from both parties.
==== Engaging ====
Engagement occurs when one character enters another’s melee range. '''Engagement does not occur if the weapon being held is a ranged weapon'''. By default, this is one tile for all melee weapons except for spears, which have a two-tile range.
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker's range will not trigger an attack of opportunity.
Engaged characters are considered 'in cover' against ranged attacks that have their Line-Of-Sight blocked by other characters.
'''A character holding a spear engages hostile characters within 2 Tiles instead of 1.'''
==== Attacks of Opportunity ====
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.
'''Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack'''. A person with a ranged weapon may make an '''Improvised Weapon''' roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent.
===== Sentinel =====
As a reaction, a character '''wielding a spear''' can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.
==== Disengaging ====
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted.
==== Dashing ====
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.
When dashing, you are not able to engage other targets or use attacks of opportunity.
==== Disarming ====
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty.
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed).
==== Drawing and Swapping Weapons ====
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed). 
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to '''drop''' your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.
==== Help ====
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)
==== Overwatch ====
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.
Examples of these events might include:
* When a specific character moves
* When any non-ally character enters a certain area
* Before or after another character acts
* If another character takes or deals damage
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character's next turn.
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.
==== Brace ====
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.
==== Throwables, Areas of Effect (AoE), and Conditions ====
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:
* Burning (Fire)
* Burning (Acid)
* Electrocution
* Smoke
* Poison
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character.
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it.
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.
{| class="wikitable sortable"
|+ Throwable Examples
! Name !! Damage On-Hit !! Area of Effect
|-
| Molotov || 2 || 3x3
|-
| Smoke Bomb || - || 5x5
|-
| Acid Attack || 3 || Single Target
|}
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:
{|class="wikitable" style="margin-right: auto; margin-left: 0px;"
|-
| 1 || 2 || 3
|-
| 4 || X || 5
|-
| 6 || 7 || 8
|}
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.
==== Prone ====
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages:
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover.
* Ranged attacks against prone characters are made with disadvantage.
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply.
* Melee attacks against prone characters are made with advantage.
* Prone characters may use their movement or action to stand from being prone.
* Prone characters cannot Engage characters within melee range.
==== Shoving ====
A character can use their action to 'shove' a target, either knocking them back or prone.
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.
Shoving characters can knock the target Prone or knock them away—Attacker’s choice.
* If knocked Prone, Prone rules apply.
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.
If a character is shoved as part of a critical hit, if they hit a wall or hard surface they take 2 additional damage.  If they hit another character, both characters take 2 damage.
==== Grappling ====
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.
When a character is grappled:
* Their movement is reduced to 0.
* Attack rolls are made with disadvantage.
* They do not trigger attacks of opportunity.
Grappled characters are not automatically restrained or disarmed.
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character's attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.
==== Restrained ====
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.
When restrained, a character:
* Cannot move.
* Cannot make attacks.
* Cannot wield weapons.
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.
When a character is restraining another, they are able to make one-handed attacks.
Another character can use their action to free a character from physical restraints if they are directly adjacent.
==== Human Shield ====
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].
==== Focus ====
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn's focus can apply to a current turn's overwatch, like so:
{|class="wikitable" style="margin-right: auto; margin-left: 0px;"
|-
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)
|-
| Turn 2 || Overwatch (Shooting Must Happen Here)
|-
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character's Turn
|}
==== Reloading ====
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon.
==== Suppressive Fire ====
With a fully automatic weapon aimed at a character behind cover, attacking characters can lay down Suppressive Fire. More than half of the weapon’s magazine must remain.
Suppressive Fire is a ranged attack and applies damage if successful.
Regardless of success or failure, the attacking character burns their magazine of their automatic weapon to attempt to negate movement or action from the defending character. If a defender attempts to move or act in a way that would expose them to Suppressive Fire, they must make a Resolve (DC 12) roll. On success, they may take their action as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire.
Suppressive Fire ends at the beginning of the attacker’s next turn. At the end of Suppressive Fire, the attacking character must reload to continue using their currently equipped weapon.
== Armor ==
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. "Bulletproof" clothing, such as suit jackets, kevlar gloves, and boots, do not count.
{| class="wikitable sortable"
|+ Armor Rules
|-
| Type || Armor Hitpoints || Drawbacks || Example
|-
| Light || 2 || - || Arm + Leg pads, or a vest.
|-
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.
|-
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.
|}
If an attack is taken while wearing armor, armor hitpoints are consumed first.  For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage.
== Ranged Combat ==
{| class="wikitable sortable"
|+
| Ranged Defense || -
|-
| Ranged Attack || Aiming/2
|}
{| class="wikitable sortable"
|+ Ranged Weapons
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect
|-
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.
|-
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.
|-
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage
|-
| Bolt Action Rifle || 4 || Double 6 || 8 || Increased Crit Damage (8)
|-
| Lever Action || 4 || Double 6 || 6 || Attack with advantage at top of initiative next round.
|-
| Crossbows || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target's turn as a free action.
|-
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is suppressed until the beginning of their next turn.
|-
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.
|-
| Machine Guns|| 5 || Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.
|-
| Flamethrowers || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage
|}
=== Flamethrowers ===
If a character holding a Flamethrower is hit by a Critical Hit, there's a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  If a Flamethrower attack targets a character engaged with other characters, all of them will be hit by the attack and must roll Ranged Defence.  Only fully blocking line of sight with a wall or significant barricade will grant cover.
=== Line of Sight ===
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:
* Whether the target is ‘visible’
* Whether there is a clear line of fire from attacker to defender
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.
If a target is obscured by cover, or another character, they are considered in 'Cover' and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.
== Melee Combat ==
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:
{| class="wikitable sortable"
|+ Melee Examples
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)
|-
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)
|}
Each Melee weapon has its own damage and crit requirements.
{| class="wikitable sortable"
|+ Melee Examples
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect
|-
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || Critically Shove the target.
|-
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.
|-
| Spears|| 2 || Double 6 || 4 || Target is Grappled and cannot attempt to free themselves until the end of your next turn.
|-
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Increased Crit Damage (8)
|-
| 1 Handed Axe|| 3 || Double 6 || 6 || Increased Crit Damage (6)
|-
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.
|-
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.
|-
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.
|-
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.
|-
| Improvised, Weapon Stocks|| 1 || - || - || -
|}
== Defense ==
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]]. 
In the event of a critical success defense roll, the character '''automatically succeeds against the attack and negates any crit effects'''. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.
== Dual Wielding ==
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.

Latest revision as of 19:00, 9 January 2026